Przejdź do treści
SCRAPMECHWIKI · 1.0 Baza danych
Poradniki

Planowanie

Poradnik kalkulatora produkcji: dokładne planowanie materiałów

Zamień cel budowy na wykonywalne partie, zachowaj nadwyżki, poprawnie odejmij posiadane materiały i sprawdź trasy przed zbieraniem.

Zaktualizowano 2026-07-26

Begin with a build goal, not a shopping list

01

Enter the outputs you intend to build and their exact quantities. A calculator should derive ingredients from the selected current recipes rather than asking you to guess base materials in advance. Multiple goals also reveal shared intermediates that separate calculations can double-count.

Choose the output variant carefully. Similar names, upgrade levels, colors, or station-specific versions can point to different records. Confirm the item page and route before treating the result as authoritative.

Why several goals belong in one plan

A combined dependency graph can reuse surplus from one goal in another and aggregate shared ingredients once. Ten isolated calculations cannot see that relationship unless their leftovers are merged manually.

Whole batches create unavoidable surplus

02

For every recipe, required batches equal ceiling(required output ÷ output per batch). Ingredients are multiplied by that whole-batch count. If the output is larger than demand, the difference remains available to downstream steps or future goals.

Do not round the final base-material total alone. Rounding belongs at each executable production step because that is where the station enforces whole batches. A planner that expands fractional batches and rounds only at the end can recommend a combination the game cannot craft.

Owned inventory must be applied at the right layer

03

Subtract an owned intermediate before expanding its ingredients; subtract an owned base material from the final remaining demand. Doing both to the same units double-counts inventory. Units also need to match the recipe records—stacks, block units, and discrete parts are not interchangeable labels.

When inventory can serve several goals, allocation order may affect which branch appears short even when the combined base-material total is unchanged. Review the visible dependency steps and reserve scarce items for the route you actually intend to execute first.

A quick consistency check

For each intermediate, verify: crafted output + owned amount = consumed amount + final surplus. If the equality fails, the plan lost or duplicated units.

Route selection is a progression decision

04

When an item has more than one method, the planner needs one explicit route per step. A Craftbot recipe, Mining Hub trade, and schematic-gated recipe may all be valid, but their prerequisites and inputs cannot be merged. Review automatic selections before gathering.

Prefer the route that fits the current save, not the route with the smallest raw number. Travel, currency, unlock work, station availability, and queue time are real costs. Keep trade and schematic markers visible so a compact total does not hide an impossible assumption.

Read time estimates as station work, not a finish guarantee

05

Timed batches use the accepted crafter speed and execution rule. Parallel-capable profiles need a different queue model from serial stations. Transport, loading, collection, player movement, and physics conditions remain outside deterministic recipe time unless measured separately.

Before committing to a large project, copy the plan and perform one small batch at every required station. This validates route access, units, and timing with minimal loss. Update owned inventory after the test, then use the remaining total as the gathering target.

  • Combine related goals in one plan.
  • Round at each executable recipe step.
  • Carry surplus forward before expanding more demand.
  • Subtract owned items once at the correct dependency layer.
  • Verify station and unlock prerequisites before gathering.